Use physics for pathfinding.
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7545dd6bd3
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@ -1,7 +1,7 @@
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use std::collections::HashMap;
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use bevy::{prelude::*, tasks::prelude::*};
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use bevy_rapier2d::prelude::*;
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use bevy_rapier2d::{na::UnitComplex, prelude::*};
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use crossbeam_channel::{unbounded, Receiver};
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use derive_more::{Deref, DerefMut};
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use pathfinding::prelude::*;
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@ -41,43 +41,6 @@ pub fn find_path(
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)
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}
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fn nearest_extreme(from: f32, to: i32) -> f32 {
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let to = to as f32;
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let range = to..=(to + 0.999);
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if from <= *range.start() {
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*range.start()
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} else {
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*range.end()
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}
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}
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fn cheat_assign(
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start: (f32, f32),
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end: (i32, i32),
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map_width: usize,
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motion_blocked: Vec<bool>,
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) -> Option<(f32, f32)> {
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let x;
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let y;
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if start.0 as i32 == end.0 {
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x = start.0;
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} else {
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x = nearest_extreme(start.0, end.0);
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}
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if start.1 as i32 == end.1 {
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y = start.1;
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} else {
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y = nearest_extreme(start.1, end.1);
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}
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let point = (x, y);
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let index = point.to_index(map_width);
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if motion_blocked[index] {
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None
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} else {
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Some(point)
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}
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}
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fn calculate_path(
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mut commands: Commands,
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pool: Res<AsyncComputeTaskPool>,
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@ -117,93 +80,62 @@ fn calculate_path(
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}
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}
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/*fn negotiate_path(
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fn negotiate_path(
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mut commands: Commands,
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time: Res<Time>,
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mut query: Query<(
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Entity,
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&mut Path,
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&mut Coordinates,
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&mut RigidBodyPosition,
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&mut RigidBodyVelocity,
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&Speed,
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Option<&RotationSpeed>,
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&mut Transform,
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)>,
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map: Query<&Map>,
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) {
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for (entity, mut path, mut coordinates, mut velocity, speed, rotation_speed, mut transform) in
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query.iter_mut()
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{
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for map in map.iter() {
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let mut new_path = path.0.clone();
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let start_i32 = coordinates.i32();
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let new_path_clone = new_path.clone();
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let mut iter = new_path_clone.split(|p| *p == start_i32);
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if iter.next().is_some() {
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if let Some(upcoming) = iter.next() {
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new_path = vec![start_i32];
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new_path.append(&mut upcoming.to_vec());
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}
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}
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**path = new_path;
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if path.len() >= 2 {
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let start = **coordinates;
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let start_index = start.to_index(map.width());
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let start = Vec2::new(start.0, start.1);
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let next = path[1];
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if motion_blocked[next.to_index(map.width())] {
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// TODO: Should probably handle.
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}
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let next = Vec2::new(next.0 as f32, next.1 as f32);
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if rotation_speed.is_some() {
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let start = start.floor();
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let v = next - start;
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let angle = v.y.atan2(v.x);
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transform.rotation = Quat::from_rotation_z(angle);
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}
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let mut direction = next - start;
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direction = direction.normalize();
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direction *= speed.0;
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let displacement = direction * time.delta_seconds();
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let dest = start + displacement;
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let dest = (dest.x, dest.y);
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let index = dest.to_index(map.width());
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if start_index != index && motion_blocked[index] {
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let (normal_x, normal_y) = **coordinates;
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let next = path[1];
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if let Some((cheat_x, cheat_y)) =
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cheat_assign(**coordinates, next, map.width(), motion_blocked.0.clone())
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{
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let index = (normal_x, cheat_y).to_index(map.width());
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if !motion_blocked.0[index] {
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**coordinates = (normal_x, cheat_y);
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return;
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}
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let index = (cheat_x, normal_y).to_index(map.width());
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if !motion_blocked.0[index] {
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**coordinates = (cheat_x, normal_y);
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return;
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}
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**coordinates = (cheat_x, cheat_y);
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}
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velocity.linvel = Vec2::ZERO.into();
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} else {
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velocity.linvel = direction.into();
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}
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} else {
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commands.entity(entity).remove::<Path>();
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commands.entity(entity).remove::<Destination>();
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velocity.linvel = Vec2::ZERO.into();
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for (entity, mut path, mut position, mut velocity, speed, rotation_speed) in query.iter_mut() {
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let mut new_path = path.0.clone();
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let start_i32 = (
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position.position.translation.x,
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position.position.translation.y,
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)
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.i32();
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let new_path_clone = new_path.clone();
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let mut iter = new_path_clone.split(|p| *p == start_i32);
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if iter.next().is_some() {
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if let Some(upcoming) = iter.next() {
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new_path = vec![start_i32];
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new_path.append(&mut upcoming.to_vec());
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}
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}
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**path = new_path;
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if path.len() >= 2 {
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let start = Vec2::new(
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position.position.translation.x,
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position.position.translation.y,
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);
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let next = path[1];
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let next = Vec2::new(next.0 as f32, next.1 as f32);
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if rotation_speed.is_some() {
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let v = next - start;
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let angle = v.y.atan2(v.x);
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position.position.rotation = UnitComplex::new(angle);
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}
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let mut direction = next - start;
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direction = direction.normalize();
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direction *= speed.0;
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velocity.linvel = direction.into();
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} else {
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commands.entity(entity).remove::<Path>();
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commands.entity(entity).remove::<Destination>();
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velocity.linvel = Vec2::ZERO.into();
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}
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}
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}*/
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}
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pub struct PathfindingPlugin;
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impl Plugin for PathfindingPlugin {
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fn build(&self, app: &mut AppBuilder) {
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app.add_system_to_stage(CoreStage::PostUpdate, calculate_path.system());
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//.add_system(negotiate_path.system());
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app.add_system_to_stage(CoreStage::PostUpdate, calculate_path.system())
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.add_system(negotiate_path.system());
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}
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}
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